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Revision: 1.46
Committed: Thu Sep 14 21:16:11 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.45: +1 -1 lines
Log Message:
cleanup

File Contents

# Content
1
2 /*
3 CrossFire, A Multiplayer game for X-windows
4
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen
7
8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
12
13 This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21
22 The authors can be reached via e-mail at crossfire-devel@real-time.com
23 */
24
25 /* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying
27 variable. */
28 #include <global.h>
29 #include <stdio.h>
30 #include <sys/types.h>
31 #include <sys/uio.h>
32 #include <object.h>
33 #include <funcpoint.h>
34 #include <loader.h>
35
36 int nrofallocobjects = 0;
37 static UUID uuid;
38 const uint64 UUID_SKIP = 1<<19;
39
40 object *active_objects; /* List of active objects that need to be processed */
41
42 short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44 };
45 short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
46 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
47 };
48 int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
49 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
50 };
51 int freedir[SIZEOFFREE] = {
52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54 };
55
56 static void
57 write_uuid (void)
58 {
59 char filename1[MAX_BUF], filename2[MAX_BUF];
60
61 sprintf (filename1, "%s/uuid", settings.localdir);
62 sprintf (filename2, "%s/uuid~", settings.localdir);
63
64 FILE *fp;
65
66 if (!(fp = fopen (filename2, "w")))
67 {
68 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
69 return;
70 }
71
72 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
73 fclose (fp);
74 rename (filename2, filename1);
75 }
76
77 static void
78 read_uuid (void)
79 {
80 char filename[MAX_BUF];
81
82 sprintf (filename, "%s/uuid", settings.localdir);
83
84 FILE *fp;
85
86 if (!(fp = fopen (filename, "r")))
87 {
88 if (errno == ENOENT)
89 {
90 LOG (llevInfo, "RESET uid to 1\n");
91 uuid.seq = 0;
92 write_uuid ();
93 return;
94 }
95
96 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
97 _exit (1);
98 }
99
100 int version;
101 unsigned long long uid;
102 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
103 {
104 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
105 _exit (1);
106 }
107
108 uuid.seq = uid;
109 write_uuid ();
110 LOG (llevDebug, "read UID: %lld\n", uid);
111 fclose (fp);
112 }
113
114 UUID
115 gen_uuid ()
116 {
117 UUID uid;
118
119 uid.seq = ++uuid.seq;
120
121 if (!(uuid.seq & (UUID_SKIP - 1)))
122 write_uuid ();
123
124 return uid;
125 }
126
127 void
128 init_uuid ()
129 {
130 read_uuid ();
131 }
132
133 /* Returns TRUE if every key_values in wants has a partner with the same value in has. */
134 static int
135 compare_ob_value_lists_one (const object *wants, const object *has)
136 {
137 key_value *wants_field;
138
139 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
140 * objects with lists are rare, and lists stay short. If not, use a
141 * different structure or at least keep the lists sorted...
142 */
143
144 /* For each field in wants, */
145 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
146 {
147 key_value *has_field;
148
149 /* Look for a field in has with the same key. */
150 has_field = get_ob_key_link (has, wants_field->key);
151
152 if (has_field == NULL)
153 {
154 /* No field with that name. */
155 return FALSE;
156 }
157
158 /* Found the matching field. */
159 if (has_field->value != wants_field->value)
160 {
161 /* Values don't match, so this half of the comparison is false. */
162 return FALSE;
163 }
164
165 /* If we get here, we found a match. Now for the next field in wants. */
166 }
167
168 /* If we get here, every field in wants has a matching field in has. */
169 return TRUE;
170 }
171
172 /* Returns TRUE if ob1 has the same key_values as ob2. */
173 static int
174 compare_ob_value_lists (const object *ob1, const object *ob2)
175 {
176 /* However, there may be fields in has which aren't partnered in wants,
177 * so we need to run the comparison *twice*. :(
178 */
179 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
180 }
181
182 /* Function examines the 2 objects given to it, and returns true if
183 * they can be merged together.
184 *
185 * Note that this function appears a lot longer than the macro it
186 * replaces - this is mostly for clarity - a decent compiler should hopefully
187 * reduce this to the same efficiency.
188 *
189 * Check nrof variable *before* calling CAN_MERGE()
190 *
191 * Improvements made with merge: Better checking on potion, and also
192 * check weight
193 */
194
195 bool object::can_merge (object *ob1, object *ob2)
196 {
197 /* A couple quicksanity checks */
198 if ((ob1 == ob2) || (ob1->type != ob2->type))
199 return 0;
200
201 if (ob1->speed != ob2->speed)
202 return 0;
203
204 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
205 * value could not be stored in a sint32 (which unfortunately sometimes is
206 * used to store nrof).
207 */
208 if (ob1->nrof + ob2->nrof >= 1UL << 31)
209 return 0;
210
211 /* If the objects have been identified, set the BEEN_APPLIED flag.
212 * This is to the comparison of the flags below will be OK. We
213 * just can't ignore the been applied or identified flags, as they
214 * are not equal - just if it has been identified, the been_applied
215 * flags lose any meaning.
216 */
217 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
218 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
219
220 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
221 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
222
223
224 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
225 * being locked in inventory should prevent merging.
226 * 0x4 in flags3 is CLIENT_SENT
227 */
228 if ((ob1->arch != ob2->arch) ||
229 (ob1->flags[0] != ob2->flags[0]) ||
230 (ob1->flags[1] != ob2->flags[1]) ||
231 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
232 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
233 (ob1->name != ob2->name) ||
234 (ob1->title != ob2->title) ||
235 (ob1->msg != ob2->msg) ||
236 (ob1->weight != ob2->weight) ||
237 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
238 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
239 (ob1->attacktype != ob2->attacktype) ||
240 (ob1->magic != ob2->magic) ||
241 (ob1->slaying != ob2->slaying) ||
242 (ob1->skill != ob2->skill) ||
243 (ob1->value != ob2->value) ||
244 (ob1->animation_id != ob2->animation_id) ||
245 (ob1->client_type != ob2->client_type) ||
246 (ob1->materialname != ob2->materialname) ||
247 (ob1->lore != ob2->lore) ||
248 (ob1->subtype != ob2->subtype) ||
249 (ob1->move_type != ob2->move_type) ||
250 (ob1->move_block != ob2->move_block) ||
251 (ob1->move_allow != ob2->move_allow) ||
252 (ob1->move_on != ob2->move_on) ||
253 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
254 return 0;
255
256 /* This is really a spellbook check - really, we should
257 * check all objects in the inventory.
258 */
259 if (ob1->inv || ob2->inv)
260 {
261 /* if one object has inventory but the other doesn't, not equiv */
262 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
263 return 0;
264
265 /* Now check to see if the two inventory objects could merge */
266 if (!CAN_MERGE (ob1->inv, ob2->inv))
267 return 0;
268
269 /* inventory ok - still need to check rest of this object to see
270 * if it is valid.
271 */
272 }
273
274 /* Don't merge objects that are applied. With the new 'body' code,
275 * it is possible for most any character to have more than one of
276 * some items equipped, and we don't want those to merge.
277 */
278 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
279 return 0;
280
281 /* Note sure why the following is the case - either the object has to
282 * be animated or have a very low speed. Is this an attempted monster
283 * check?
284 */
285 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
286 return 0;
287
288 switch (ob1->type)
289 {
290 case SCROLL:
291 if (ob1->level != ob2->level)
292 return 0;
293 break;
294 }
295
296 if (ob1->key_values != NULL || ob2->key_values != NULL)
297 {
298 /* At least one of these has key_values. */
299 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
300 /* One has fields, but the other one doesn't. */
301 return 0;
302 else if (!compare_ob_value_lists (ob1, ob2))
303 return 0;
304 }
305
306 //TODO: generate an event or call into perl for additional checks
307 if (ob1->self || ob2->self)
308 {
309 ob1->optimise ();
310 ob2->optimise ();
311
312 if (ob1->self || ob2->self)
313 return 0;
314 }
315
316 /* Everything passes, must be OK. */
317 return 1;
318 }
319
320 /*
321 * sum_weight() is a recursive function which calculates the weight
322 * an object is carrying. It goes through in figures out how much
323 * containers are carrying, and sums it up.
324 */
325 long
326 sum_weight (object *op)
327 {
328 long sum;
329 object *inv;
330
331 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
332 {
333 if (inv->inv)
334 sum_weight (inv);
335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
336 }
337
338 if (op->type == CONTAINER && op->stats.Str)
339 sum = (sum * (100 - op->stats.Str)) / 100;
340
341 if (op->carrying != sum)
342 op->carrying = sum;
343
344 return sum;
345 }
346
347 /**
348 * Return the outermost environment object for a given object.
349 */
350
351 object *
352 object_get_env_recursive (object *op)
353 {
354 while (op->env != NULL)
355 op = op->env;
356 return op;
357 }
358
359 /*
360 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
361 * a better check. We basically keeping traversing up until we can't
362 * or find a player.
363 */
364
365 object *
366 is_player_inv (object *op)
367 {
368 for (; op != NULL && op->type != PLAYER; op = op->env)
369 if (op->env == op)
370 op->env = NULL;
371 return op;
372 }
373
374 /*
375 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
376 * Some error messages.
377 * The result of the dump is stored in the static global errmsg array.
378 */
379
380 void
381 dump_object2 (object *op)
382 {
383 errmsg[0] = 0;
384 return;
385 //TODO//D#d#
386 #if 0
387 char *cp;
388
389 /* object *tmp;*/
390
391 if (op->arch != NULL)
392 {
393 strcat (errmsg, "arch ");
394 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
395 strcat (errmsg, "\n");
396 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
397 strcat (errmsg, cp);
398 # if 0
399 /* Don't dump player diffs - they are too long, mostly meaningless, and
400 * will overflow the buffer.
401 * Changed so that we don't dump inventory either. This may
402 * also overflow the buffer.
403 */
404 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
405 strcat (errmsg, cp);
406 for (tmp = op->inv; tmp; tmp = tmp->below)
407 dump_object2 (tmp);
408 # endif
409 strcat (errmsg, "end\n");
410 }
411 else
412 {
413 strcat (errmsg, "Object ");
414 if (op->name == NULL)
415 strcat (errmsg, "(null)");
416 else
417 strcat (errmsg, op->name);
418 strcat (errmsg, "\n");
419 # if 0
420 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
421 strcat (errmsg, cp);
422 for (tmp = op->inv; tmp; tmp = tmp->below)
423 dump_object2 (tmp);
424 # endif
425 strcat (errmsg, "end\n");
426 }
427 #endif
428 }
429
430 /*
431 * Dumps an object. Returns output in the static global errmsg array.
432 */
433
434 void
435 dump_object (object *op)
436 {
437 if (op == NULL)
438 {
439 strcpy (errmsg, "[NULL pointer]");
440 return;
441 }
442 errmsg[0] = '\0';
443 dump_object2 (op);
444 }
445
446 void
447 dump_all_objects (void)
448 {
449 object *op;
450
451 for (op = object::first; op != NULL; op = op->next)
452 {
453 dump_object (op);
454 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
455 }
456 }
457
458 /*
459 * get_nearest_part(multi-object, object 2) returns the part of the
460 * multi-object 1 which is closest to the second object.
461 * If it's not a multi-object, it is returned.
462 */
463
464 object *
465 get_nearest_part (object *op, const object *pl)
466 {
467 object *tmp, *closest;
468 int last_dist, i;
469
470 if (op->more == NULL)
471 return op;
472 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
473 if ((i = distance (tmp, pl)) < last_dist)
474 closest = tmp, last_dist = i;
475 return closest;
476 }
477
478 /*
479 * Returns the object which has the count-variable equal to the argument.
480 */
481
482 object *
483 find_object (tag_t i)
484 {
485 object *op;
486
487 for (op = object::first; op != NULL; op = op->next)
488 if (op->count == i)
489 break;
490 return op;
491 }
492
493 /*
494 * Returns the first object which has a name equal to the argument.
495 * Used only by the patch command, but not all that useful.
496 * Enables features like "patch <name-of-other-player> food 999"
497 */
498
499 object *
500 find_object_name (const char *str)
501 {
502 shstr_cmp str_ (str);
503 object *op;
504
505 for (op = object::first; op != NULL; op = op->next)
506 if (op->name == str_)
507 break;
508
509 return op;
510 }
511
512 void
513 free_all_object_data ()
514 {
515 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
516 }
517
518 /*
519 * Sets the owner and sets the skill and exp pointers to owner's current
520 * skill and experience objects.
521 */
522 void
523 object::set_owner (object *owner)
524 {
525 if (!owner)
526 return;
527
528 /* next line added to allow objects which own objects */
529 /* Add a check for ownercounts in here, as I got into an endless loop
530 * with the fireball owning a poison cloud which then owned the
531 * fireball. I believe that was caused by one of the objects getting
532 * freed and then another object replacing it. Since the ownercounts
533 * didn't match, this check is valid and I believe that cause is valid.
534 */
535 while (owner->owner)
536 owner = owner->owner;
537
538 this->owner = owner;
539 }
540
541 /* Zero the key_values on op, decrementing the shared-string
542 * refcounts and freeing the links.
543 */
544 static void
545 free_key_values (object *op)
546 {
547 for (key_value *i = op->key_values; i != 0;)
548 {
549 key_value *next = i->next;
550 delete i;
551
552 i = next;
553 }
554
555 op->key_values = 0;
556 }
557
558 void object::clear ()
559 {
560 attachable_base::clear ();
561
562 free_key_values (this);
563
564 owner = 0;
565 name = 0;
566 name_pl = 0;
567 title = 0;
568 race = 0;
569 slaying = 0;
570 skill = 0;
571 msg = 0;
572 lore = 0;
573 custom_name = 0;
574 materialname = 0;
575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
586
587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
588
589 SET_FLAG (this, FLAG_REMOVED);
590
591 /* What is not cleared is next, prev, and count */
592
593 expmul = 1.0;
594 face = blank_face;
595
596 if (settings.casting_time)
597 casting_time = -1;
598 }
599
600 void object::clone (object *destination)
601 {
602 *(object_copy *)destination = *this;
603 *(object_pod *)destination = *this;
604
605 if (self || cb)
606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
607 }
608
609 /*
610 * copy object first frees everything allocated by the second object,
611 * and then copies the contends of the first object into the second
612 * object, allocating what needs to be allocated. Basically, any
613 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
614 * if the first object is freed, the pointers in the new object
615 * will point at garbage.
616 */
617 void
618 copy_object (object *op2, object *op)
619 {
620 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
622
623 op2->clone (op);
624
625 if (is_freed)
626 SET_FLAG (op, FLAG_FREED);
627 if (is_removed)
628 SET_FLAG (op, FLAG_REMOVED);
629
630 if (op2->speed < 0)
631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
632
633 /* Copy over key_values, if any. */
634 if (op2->key_values)
635 {
636 key_value *tail = 0;
637 key_value *i;
638
639 op->key_values = 0;
640
641 for (i = op2->key_values; i; i = i->next)
642 {
643 key_value *new_link = new key_value;
644
645 new_link->next = 0;
646 new_link->key = i->key;
647 new_link->value = i->value;
648
649 /* Try and be clever here, too. */
650 if (!op->key_values)
651 {
652 op->key_values = new_link;
653 tail = new_link;
654 }
655 else
656 {
657 tail->next = new_link;
658 tail = new_link;
659 }
660 }
661 }
662
663 update_ob_speed (op);
664 }
665
666 /*
667 * If an object with the IS_TURNABLE() flag needs to be turned due
668 * to the closest player being on the other side, this function can
669 * be called to update the face variable, _and_ how it looks on the map.
670 */
671
672 void
673 update_turn_face (object *op)
674 {
675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
676 return;
677 SET_ANIMATION (op, op->direction);
678 update_object (op, UP_OBJ_FACE);
679 }
680
681 /*
682 * Updates the speed of an object. If the speed changes from 0 to another
683 * value, or vice versa, then add/remove the object from the active list.
684 * This function needs to be called whenever the speed of an object changes.
685 */
686 void
687 update_ob_speed (object *op)
688 {
689 extern int arch_init;
690
691 /* No reason putting the archetypes objects on the speed list,
692 * since they never really need to be updated.
693 */
694
695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 {
697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
698 #ifdef MANY_CORES
699 abort ();
700 #else
701 op->speed = 0;
702 #endif
703 }
704
705 if (arch_init)
706 return;
707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 {
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
712 return;
713
714 /* process_events() expects us to insert the object at the beginning
715 * of the list. */
716 op->active_next = active_objects;
717
718 if (op->active_next != NULL)
719 op->active_next->active_prev = op;
720
721 active_objects = op;
722 }
723 else
724 {
725 /* If not on the active list, nothing needs to be done */
726 if (!op->active_next && !op->active_prev && op != active_objects)
727 return;
728
729 if (op->active_prev == NULL)
730 {
731 active_objects = op->active_next;
732
733 if (op->active_next != NULL)
734 op->active_next->active_prev = NULL;
735 }
736 else
737 {
738 op->active_prev->active_next = op->active_next;
739
740 if (op->active_next)
741 op->active_next->active_prev = op->active_prev;
742 }
743
744 op->active_next = NULL;
745 op->active_prev = NULL;
746 }
747 }
748
749 /* This function removes object 'op' from the list of active
750 * objects.
751 * This should only be used for style maps or other such
752 * reference maps where you don't want an object that isn't
753 * in play chewing up cpu time getting processed.
754 * The reverse of this is to call update_ob_speed, which
755 * will do the right thing based on the speed of the object.
756 */
757 void
758 remove_from_active_list (object *op)
759 {
760 /* If not on the active list, nothing needs to be done */
761 if (!op->active_next && !op->active_prev && op != active_objects)
762 return;
763
764 if (op->active_prev == NULL)
765 {
766 active_objects = op->active_next;
767 if (op->active_next != NULL)
768 op->active_next->active_prev = NULL;
769 }
770 else
771 {
772 op->active_prev->active_next = op->active_next;
773 if (op->active_next)
774 op->active_next->active_prev = op->active_prev;
775 }
776 op->active_next = NULL;
777 op->active_prev = NULL;
778 }
779
780 /*
781 * update_object() updates the array which represents the map.
782 * It takes into account invisible objects (and represent squares covered
783 * by invisible objects by whatever is below them (unless it's another
784 * invisible object, etc...)
785 * If the object being updated is beneath a player, the look-window
786 * of that player is updated (this might be a suboptimal way of
787 * updating that window, though, since update_object() is called _often_)
788 *
789 * action is a hint of what the caller believes need to be done.
790 * For example, if the only thing that has changed is the face (due to
791 * an animation), we don't need to call update_position until that actually
792 * comes into view of a player. OTOH, many other things, like addition/removal
793 * of walls or living creatures may need us to update the flags now.
794 * current action are:
795 * UP_OBJ_INSERT: op was inserted
796 * UP_OBJ_REMOVE: op was removed
797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
798 * as that is easier than trying to look at what may have changed.
799 * UP_OBJ_FACE: only the objects face has changed.
800 */
801
802 void
803 update_object (object *op, int action)
804 {
805 int update_now = 0, flags;
806 MoveType move_on, move_off, move_block, move_slow;
807
808 if (op == NULL)
809 {
810 /* this should never happen */
811 LOG (llevDebug, "update_object() called for NULL object.\n");
812 return;
813 }
814
815 if (op->env != NULL)
816 {
817 /* Animation is currently handled by client, so nothing
818 * to do in this case.
819 */
820 return;
821 }
822
823 /* If the map is saving, don't do anything as everything is
824 * going to get freed anyways.
825 */
826 if (!op->map || op->map->in_memory == MAP_SAVING)
827 return;
828
829 /* make sure the object is within map boundaries */
830 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
831 {
832 LOG (llevError, "update_object() called for object out of map!\n");
833 #ifdef MANY_CORES
834 abort ();
835 #endif
836 return;
837 }
838
839 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
840 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
841 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
842 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
843 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
845
846 if (action == UP_OBJ_INSERT)
847 {
848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
849 update_now = 1;
850
851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
852 update_now = 1;
853
854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
855 update_now = 1;
856
857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
858 update_now = 1;
859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861 update_now = 1;
862
863 if ((move_on | op->move_on) != move_on)
864 update_now = 1;
865
866 if ((move_off | op->move_off) != move_off)
867 update_now = 1;
868
869 /* This isn't perfect, but I don't expect a lot of objects to
870 * to have move_allow right now.
871 */
872 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
873 update_now = 1;
874
875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
877 }
878 /* if the object is being removed, we can't make intelligent
879 * decisions, because remove_ob can't really pass the object
880 * that is being removed.
881 */
882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
883 update_now = 1;
884 else if (action == UP_OBJ_FACE)
885 /* Nothing to do for that case */ ;
886 else
887 LOG (llevError, "update_object called with invalid action: %d\n", action);
888
889 if (update_now)
890 {
891 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
892 update_position (op->map, op->x, op->y);
893 }
894
895 if (op->more != NULL)
896 update_object (op->more, action);
897 }
898
899 object::vector object::mortals;
900 object::vector object::objects; // not yet used
901 object *object::first;
902
903 void object::free_mortals ()
904 {
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921 }
922
923 object::object ()
924 {
925 SET_FLAG (this, FLAG_REMOVED);
926
927 expmul = 1.0;
928 face = blank_face;
929 }
930
931 object::~object ()
932 {
933 free_key_values (this);
934 }
935
936 void object::link ()
937 {
938 count = ++ob_count;
939 uuid = gen_uuid ();
940
941 prev = 0;
942 next = object::first;
943
944 if (object::first)
945 object::first->prev = this;
946
947 object::first = this;
948 }
949
950 void object::unlink ()
951 {
952 //count = 0;//D
953 if (!prev && !next) return;//D
954
955 if (this == object::first)
956 object::first = next;
957
958 /* Remove this object from the list of used objects */
959 if (prev) prev->next = next;
960 if (next) next->prev = prev;
961
962 prev = 0;
963 next = 0;
964 }
965
966 object *object::create ()
967 {
968 object *op = new object;
969 op->link ();
970 return op;
971 }
972
973 /*
974 * free_object() frees everything allocated by an object, removes
975 * it from the list of used objects, and puts it on the list of
976 * free objects. The IS_FREED() flag is set in the object.
977 * The object must have been removed by remove_ob() first for
978 * this function to succeed.
979 *
980 * If free_inventory is set, free inventory as well. Else drop items in
981 * inventory to the ground.
982 */
983 void object::free (bool free_inventory)
984 {
985 if (QUERY_FLAG (this, FLAG_FREED))
986 return;
987
988 if (QUERY_FLAG (this, FLAG_FRIENDLY))
989 remove_friendly_object (this);
990
991 if (!QUERY_FLAG (this, FLAG_REMOVED))
992 remove_ob (this);
993
994 SET_FLAG (this, FLAG_FREED);
995
996 if (more)
997 {
998 more->free (free_inventory);
999 more = 0;
1000 }
1001
1002 if (inv)
1003 {
1004 /* Only if the space blocks everything do we not process -
1005 * if some form of movement is allowed, let objects
1006 * drop on that space.
1007 */
1008 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1009 {
1010 object *op = inv;
1011
1012 while (op)
1013 {
1014 object *tmp = op->below;
1015 op->free (free_inventory);
1016 op = tmp;
1017 }
1018 }
1019 else
1020 { /* Put objects in inventory onto this space */
1021 object *op = inv;
1022
1023 while (op)
1024 {
1025 object *tmp = op->below;
1026
1027 remove_ob (op);
1028
1029 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1030 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1031 free_object (op);
1032 else
1033 {
1034 op->x = x;
1035 op->y = y;
1036 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1037 }
1038
1039 op = tmp;
1040 }
1041 }
1042 }
1043
1044 // clear those pointers that likely might have circular references to us
1045 owner = 0;
1046 enemy = 0;
1047 attacked_by = 0;
1048
1049 /* Remove object from the active list */
1050 speed = 0;
1051 update_ob_speed (this);
1052
1053 unlink ();
1054
1055 mortals.push_back (this);
1056 }
1057
1058 /*
1059 * sub_weight() recursively (outwards) subtracts a number from the
1060 * weight of an object (and what is carried by it's environment(s)).
1061 */
1062
1063 void
1064 sub_weight (object *op, signed long weight)
1065 {
1066 while (op != NULL)
1067 {
1068 if (op->type == CONTAINER)
1069 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1070
1071 op->carrying -= weight;
1072 op = op->env;
1073 }
1074 }
1075
1076 /* remove_ob(op):
1077 * This function removes the object op from the linked list of objects
1078 * which it is currently tied to. When this function is done, the
1079 * object will have no environment. If the object previously had an
1080 * environment, the x and y coordinates will be updated to
1081 * the previous environment.
1082 * Beware: This function is called from the editor as well!
1083 */
1084
1085 void
1086 remove_ob (object *op)
1087 {
1088 object *tmp, *last = 0;
1089 object *otmp;
1090
1091 tag_t tag;
1092 int check_walk_off;
1093 mapstruct *m;
1094
1095 sint16 x, y;
1096
1097 if (QUERY_FLAG (op, FLAG_REMOVED))
1098 return;
1099
1100 SET_FLAG (op, FLAG_REMOVED);
1101
1102 if (op->more != NULL)
1103 remove_ob (op->more);
1104
1105 /*
1106 * In this case, the object to be removed is in someones
1107 * inventory.
1108 */
1109 if (op->env != NULL)
1110 {
1111 if (op->nrof)
1112 sub_weight (op->env, op->weight * op->nrof);
1113 else
1114 sub_weight (op->env, op->weight + op->carrying);
1115
1116 /* NO_FIX_PLAYER is set when a great many changes are being
1117 * made to players inventory. If set, avoiding the call
1118 * to save cpu time.
1119 */
1120 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1121 fix_player (otmp);
1122
1123 if (op->above != NULL)
1124 op->above->below = op->below;
1125 else
1126 op->env->inv = op->below;
1127
1128 if (op->below != NULL)
1129 op->below->above = op->above;
1130
1131 /* we set up values so that it could be inserted into
1132 * the map, but we don't actually do that - it is up
1133 * to the caller to decide what we want to do.
1134 */
1135 op->x = op->env->x, op->y = op->env->y;
1136 op->map = op->env->map;
1137 op->above = NULL, op->below = NULL;
1138 op->env = NULL;
1139 }
1140 else if (op->map)
1141 {
1142 x = op->x;
1143 y = op->y;
1144 m = get_map_from_coord (op->map, &x, &y);
1145
1146 if (!m)
1147 {
1148 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1149 op->map->path, op->x, op->y);
1150 /* in old days, we used to set x and y to 0 and continue.
1151 * it seems if we get into this case, something is probablye
1152 * screwed up and should be fixed.
1153 */
1154 abort ();
1155 }
1156
1157 if (op->map != m)
1158 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1159 op->map->path, m->path, op->x, op->y, x, y);
1160
1161 /* Re did the following section of code - it looks like it had
1162 * lots of logic for things we no longer care about
1163 */
1164
1165 /* link the object above us */
1166 if (op->above)
1167 op->above->below = op->below;
1168 else
1169 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1170
1171 /* Relink the object below us, if there is one */
1172 if (op->below)
1173 op->below->above = op->above;
1174 else
1175 {
1176 /* Nothing below, which means we need to relink map object for this space
1177 * use translated coordinates in case some oddness with map tiling is
1178 * evident
1179 */
1180 if (GET_MAP_OB (m, x, y) != op)
1181 {
1182 dump_object (op);
1183 LOG (llevError,
1184 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1185 dump_object (GET_MAP_OB (m, x, y));
1186 LOG (llevError, "%s\n", errmsg);
1187 }
1188
1189 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1190 }
1191
1192 op->above = 0;
1193 op->below = 0;
1194
1195 if (op->map->in_memory == MAP_SAVING)
1196 return;
1197
1198 tag = op->count;
1199 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1200
1201 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1202 {
1203 /* No point updating the players look faces if he is the object
1204 * being removed.
1205 */
1206
1207 if (tmp->type == PLAYER && tmp != op)
1208 {
1209 /* If a container that the player is currently using somehow gets
1210 * removed (most likely destroyed), update the player view
1211 * appropriately.
1212 */
1213 if (tmp->container == op)
1214 {
1215 CLEAR_FLAG (op, FLAG_APPLIED);
1216 tmp->container = NULL;
1217 }
1218
1219 tmp->contr->socket.update_look = 1;
1220 }
1221
1222 /* See if player moving off should effect something */
1223 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1224 {
1225 move_apply (tmp, op, NULL);
1226
1227 if (was_destroyed (op, tag))
1228 {
1229 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1230 }
1231 }
1232
1233 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1234
1235 if (tmp->above == tmp)
1236 tmp->above = NULL;
1237
1238 last = tmp;
1239 }
1240
1241 /* last == NULL of there are no objects on this space */
1242 if (last == NULL)
1243 {
1244 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1245 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1246 * those out anyways, and if there are any flags set right now, they won't
1247 * be correct anyways.
1248 */
1249 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1250 update_position (op->map, op->x, op->y);
1251 }
1252 else
1253 update_object (last, UP_OBJ_REMOVE);
1254
1255 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1256 update_all_los (op->map, op->x, op->y);
1257 }
1258 }
1259
1260 /*
1261 * merge_ob(op,top):
1262 *
1263 * This function goes through all objects below and including top, and
1264 * merges op to the first matching object.
1265 * If top is NULL, it is calculated.
1266 * Returns pointer to object if it succeded in the merge, otherwise NULL
1267 */
1268 object *
1269 merge_ob (object *op, object *top)
1270 {
1271 if (!op->nrof)
1272 return 0;
1273
1274 if (top == NULL)
1275 for (top = op; top != NULL && top->above != NULL; top = top->above);
1276
1277 for (; top != NULL; top = top->below)
1278 {
1279 if (top == op)
1280 continue;
1281 if (CAN_MERGE (op, top))
1282 {
1283 top->nrof += op->nrof;
1284
1285 /* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1286 op->weight = 0; /* Don't want any adjustements now */
1287 remove_ob (op);
1288 free_object (op);
1289 return top;
1290 }
1291 }
1292
1293 return 0;
1294 }
1295
1296 /*
1297 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1298 * job preparing multi-part monsters
1299 */
1300 object *
1301 insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1302 {
1303 object *tmp;
1304
1305 if (op->head)
1306 op = op->head;
1307
1308 for (tmp = op; tmp; tmp = tmp->more)
1309 {
1310 tmp->x = x + tmp->arch->clone.x;
1311 tmp->y = y + tmp->arch->clone.y;
1312 }
1313
1314 return insert_ob_in_map (op, m, originator, flag);
1315 }
1316
1317 /*
1318 * insert_ob_in_map (op, map, originator, flag):
1319 * This function inserts the object in the two-way linked list
1320 * which represents what is on a map.
1321 * The second argument specifies the map, and the x and y variables
1322 * in the object about to be inserted specifies the position.
1323 *
1324 * originator: Player, monster or other object that caused 'op' to be inserted
1325 * into 'map'. May be NULL.
1326 *
1327 * flag is a bitmask about special things to do (or not do) when this
1328 * function is called. see the object.h file for the INS_ values.
1329 * Passing 0 for flag gives proper default values, so flag really only needs
1330 * to be set if special handling is needed.
1331 *
1332 * Return value:
1333 * new object if 'op' was merged with other object
1334 * NULL if 'op' was destroyed
1335 * just 'op' otherwise
1336 */
1337
1338 object *
1339 insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1340 {
1341 object *tmp, *top, *floor = NULL;
1342 sint16 x, y;
1343
1344 if (QUERY_FLAG (op, FLAG_FREED))
1345 {
1346 LOG (llevError, "Trying to insert freed object!\n");
1347 return NULL;
1348 }
1349
1350 if (m == NULL)
1351 {
1352 dump_object (op);
1353 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1354 return op;
1355 }
1356
1357 if (out_of_map (m, op->x, op->y))
1358 {
1359 dump_object (op);
1360 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1361 #ifdef MANY_CORES
1362 /* Better to catch this here, as otherwise the next use of this object
1363 * is likely to cause a crash. Better to find out where it is getting
1364 * improperly inserted.
1365 */
1366 abort ();
1367 #endif
1368 return op;
1369 }
1370
1371 if (!QUERY_FLAG (op, FLAG_REMOVED))
1372 {
1373 dump_object (op);
1374 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1375 return op;
1376 }
1377
1378 if (op->more != NULL)
1379 {
1380 /* The part may be on a different map. */
1381
1382 object *more = op->more;
1383
1384 /* We really need the caller to normalize coordinates - if
1385 * we set the map, that doesn't work if the location is within
1386 * a map and this is straddling an edge. So only if coordinate
1387 * is clear wrong do we normalize it.
1388 */
1389 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1390 more->map = get_map_from_coord (m, &more->x, &more->y);
1391 else if (!more->map)
1392 {
1393 /* For backwards compatibility - when not dealing with tiled maps,
1394 * more->map should always point to the parent.
1395 */
1396 more->map = m;
1397 }
1398
1399 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1400 {
1401 if (!op->head)
1402 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1403
1404 return NULL;
1405 }
1406 }
1407
1408 CLEAR_FLAG (op, FLAG_REMOVED);
1409
1410 /* Ideally, the caller figures this out. However, it complicates a lot
1411 * of areas of callers (eg, anything that uses find_free_spot would now
1412 * need extra work
1413 */
1414 op->map = get_map_from_coord (m, &op->x, &op->y);
1415 x = op->x;
1416 y = op->y;
1417
1418 /* this has to be done after we translate the coordinates.
1419 */
1420 if (op->nrof && !(flag & INS_NO_MERGE))
1421 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1422 if (CAN_MERGE (op, tmp))
1423 {
1424 op->nrof += tmp->nrof;
1425 remove_ob (tmp);
1426 free_object (tmp);
1427 }
1428
1429 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1430 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1431
1432 if (!QUERY_FLAG (op, FLAG_ALIVE))
1433 CLEAR_FLAG (op, FLAG_NO_STEAL);
1434
1435 if (flag & INS_BELOW_ORIGINATOR)
1436 {
1437 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1438 {
1439 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1440 abort ();
1441 }
1442
1443 op->above = originator;
1444 op->below = originator->below;
1445
1446 if (op->below)
1447 op->below->above = op;
1448 else
1449 SET_MAP_OB (op->map, op->x, op->y, op);
1450
1451 /* since *below* originator, no need to update top */
1452 originator->below = op;
1453 }
1454 else
1455 {
1456 /* If there are other objects, then */
1457 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1458 {
1459 object *last = NULL;
1460
1461 /*
1462 * If there are multiple objects on this space, we do some trickier handling.
1463 * We've already dealt with merging if appropriate.
1464 * Generally, we want to put the new object on top. But if
1465 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1466 * floor, we want to insert above that and no further.
1467 * Also, if there are spell objects on this space, we stop processing
1468 * once we get to them. This reduces the need to traverse over all of
1469 * them when adding another one - this saves quite a bit of cpu time
1470 * when lots of spells are cast in one area. Currently, it is presumed
1471 * that flying non pickable objects are spell objects.
1472 */
1473
1474 while (top != NULL)
1475 {
1476 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1477 floor = top;
1478
1479 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1480 {
1481 /* We insert above top, so we want this object below this */
1482 top = top->below;
1483 break;
1484 }
1485
1486 last = top;
1487 top = top->above;
1488 }
1489
1490 /* Don't want top to be NULL, so set it to the last valid object */
1491 top = last;
1492
1493 /* We let update_position deal with figuring out what the space
1494 * looks like instead of lots of conditions here.
1495 * makes things faster, and effectively the same result.
1496 */
1497
1498 /* Have object 'fall below' other objects that block view.
1499 * Unless those objects are exits, type 66
1500 * If INS_ON_TOP is used, don't do this processing
1501 * Need to find the object that in fact blocks view, otherwise
1502 * stacking is a bit odd.
1503 */
1504 if (!(flag & INS_ON_TOP) &&
1505 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1506 {
1507 for (last = top; last != floor; last = last->below)
1508 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1509 break;
1510 /* Check to see if we found the object that blocks view,
1511 * and make sure we have a below pointer for it so that
1512 * we can get inserted below this one, which requires we
1513 * set top to the object below us.
1514 */
1515 if (last && last->below && last != floor)
1516 top = last->below;
1517 }
1518 } /* If objects on this space */
1519
1520 if (flag & INS_MAP_LOAD)
1521 top = GET_MAP_TOP (op->map, op->x, op->y);
1522
1523 if (flag & INS_ABOVE_FLOOR_ONLY)
1524 top = floor;
1525
1526 /* Top is the object that our object (op) is going to get inserted above.
1527 */
1528
1529 /* First object on this space */
1530 if (!top)
1531 {
1532 op->above = GET_MAP_OB (op->map, op->x, op->y);
1533
1534 if (op->above)
1535 op->above->below = op;
1536
1537 op->below = NULL;
1538 SET_MAP_OB (op->map, op->x, op->y, op);
1539 }
1540 else
1541 { /* get inserted into the stack above top */
1542 op->above = top->above;
1543
1544 if (op->above)
1545 op->above->below = op;
1546
1547 op->below = top;
1548 top->above = op;
1549 }
1550
1551 if (op->above == NULL)
1552 SET_MAP_TOP (op->map, op->x, op->y, op);
1553 } /* else not INS_BELOW_ORIGINATOR */
1554
1555 if (op->type == PLAYER)
1556 op->contr->do_los = 1;
1557
1558 /* If we have a floor, we know the player, if any, will be above
1559 * it, so save a few ticks and start from there.
1560 */
1561 if (!(flag & INS_MAP_LOAD))
1562 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1563 if (tmp->type == PLAYER)
1564 tmp->contr->socket.update_look = 1;
1565
1566 /* If this object glows, it may affect lighting conditions that are
1567 * visible to others on this map. But update_all_los is really
1568 * an inefficient way to do this, as it means los for all players
1569 * on the map will get recalculated. The players could very well
1570 * be far away from this change and not affected in any way -
1571 * this should get redone to only look for players within range,
1572 * or just updating the P_NEED_UPDATE for spaces within this area
1573 * of effect may be sufficient.
1574 */
1575 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1576 update_all_los (op->map, op->x, op->y);
1577
1578 /* updates flags (blocked, alive, no magic, etc) for this map space */
1579 update_object (op, UP_OBJ_INSERT);
1580
1581 /* Don't know if moving this to the end will break anything. However,
1582 * we want to have update_look set above before calling this.
1583 *
1584 * check_move_on() must be after this because code called from
1585 * check_move_on() depends on correct map flags (so functions like
1586 * blocked() and wall() work properly), and these flags are updated by
1587 * update_object().
1588 */
1589
1590 /* if this is not the head or flag has been passed, don't check walk on status */
1591 if (!(flag & INS_NO_WALK_ON) && !op->head)
1592 {
1593 if (check_move_on (op, originator))
1594 return NULL;
1595
1596 /* If we are a multi part object, lets work our way through the check
1597 * walk on's.
1598 */
1599 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1600 if (check_move_on (tmp, originator))
1601 return NULL;
1602 }
1603
1604 return op;
1605 }
1606
1607 /* this function inserts an object in the map, but if it
1608 * finds an object of its own type, it'll remove that one first.
1609 * op is the object to insert it under: supplies x and the map.
1610 */
1611 void
1612 replace_insert_ob_in_map (const char *arch_string, object *op)
1613 {
1614 object *
1615 tmp;
1616 object *
1617 tmp1;
1618
1619 /* first search for itself and remove any old instances */
1620
1621 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1622 {
1623 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1624 {
1625 remove_ob (tmp);
1626 free_object (tmp);
1627 }
1628 }
1629
1630 tmp1 = arch_to_object (archetype::find (arch_string));
1631
1632 tmp1->x = op->x;
1633 tmp1->y = op->y;
1634 insert_ob_in_map (tmp1, op->map, op, 0);
1635 }
1636
1637 /*
1638 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1639 * is returned contains nr objects, and the remaining parts contains
1640 * the rest (or is removed and freed if that number is 0).
1641 * On failure, NULL is returned, and the reason put into the
1642 * global static errmsg array.
1643 */
1644
1645 object *
1646 get_split_ob (object *orig_ob, uint32 nr)
1647 {
1648 object *
1649 newob;
1650 int
1651 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1652
1653 if (orig_ob->nrof < nr)
1654 {
1655 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1656 return NULL;
1657 }
1658
1659 newob = object_create_clone (orig_ob);
1660
1661 if ((orig_ob->nrof -= nr) < 1)
1662 {
1663 if (!is_removed)
1664 remove_ob (orig_ob);
1665 free_object2 (orig_ob, 1);
1666 }
1667 else if (!is_removed)
1668 {
1669 if (orig_ob->env != NULL)
1670 sub_weight (orig_ob->env, orig_ob->weight * nr);
1671 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1672 {
1673 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1674 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1675 return NULL;
1676 }
1677 }
1678
1679 newob->nrof = nr;
1680
1681 return newob;
1682 }
1683
1684 /*
1685 * decrease_ob_nr(object, number) decreases a specified number from
1686 * the amount of an object. If the amount reaches 0, the object
1687 * is subsequently removed and freed.
1688 *
1689 * Return value: 'op' if something is left, NULL if the amount reached 0
1690 */
1691
1692 object *
1693 decrease_ob_nr (object *op, uint32 i)
1694 {
1695 object *tmp;
1696 player *pl;
1697
1698 if (i == 0) /* objects with op->nrof require this check */
1699 return op;
1700
1701 if (i > op->nrof)
1702 i = op->nrof;
1703
1704 if (QUERY_FLAG (op, FLAG_REMOVED))
1705 op->nrof -= i;
1706 else if (op->env != NULL)
1707 {
1708 /* is this object in the players inventory, or sub container
1709 * therein?
1710 */
1711 tmp = is_player_inv (op->env);
1712 /* nope. Is this a container the player has opened?
1713 * If so, set tmp to that player.
1714 * IMO, searching through all the players will mostly
1715 * likely be quicker than following op->env to the map,
1716 * and then searching the map for a player.
1717 */
1718 if (!tmp)
1719 {
1720 for (pl = first_player; pl; pl = pl->next)
1721 if (pl->ob->container == op->env)
1722 break;
1723 if (pl)
1724 tmp = pl->ob;
1725 else
1726 tmp = NULL;
1727 }
1728
1729 if (i < op->nrof)
1730 {
1731 sub_weight (op->env, op->weight * i);
1732 op->nrof -= i;
1733 if (tmp)
1734 {
1735 esrv_send_item (tmp, op);
1736 }
1737 }
1738 else
1739 {
1740 remove_ob (op);
1741 op->nrof = 0;
1742 if (tmp)
1743 {
1744 esrv_del_item (tmp->contr, op->count);
1745 }
1746 }
1747 }
1748 else
1749 {
1750 object *above = op->above;
1751
1752 if (i < op->nrof)
1753 op->nrof -= i;
1754 else
1755 {
1756 remove_ob (op);
1757 op->nrof = 0;
1758 }
1759
1760 /* Since we just removed op, op->above is null */
1761 for (tmp = above; tmp != NULL; tmp = tmp->above)
1762 if (tmp->type == PLAYER)
1763 {
1764 if (op->nrof)
1765 esrv_send_item (tmp, op);
1766 else
1767 esrv_del_item (tmp->contr, op->count);
1768 }
1769 }
1770
1771 if (op->nrof)
1772 return op;
1773 else
1774 {
1775 free_object (op);
1776 return NULL;
1777 }
1778 }
1779
1780 /*
1781 * add_weight(object, weight) adds the specified weight to an object,
1782 * and also updates how much the environment(s) is/are carrying.
1783 */
1784
1785 void
1786 add_weight (object *op, signed long weight)
1787 {
1788 while (op != NULL)
1789 {
1790 if (op->type == CONTAINER)
1791 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1792
1793 op->carrying += weight;
1794 op = op->env;
1795 }
1796 }
1797
1798 /*
1799 * insert_ob_in_ob(op,environment):
1800 * This function inserts the object op in the linked list
1801 * inside the object environment.
1802 *
1803 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1804 * the inventory at the last position or next to other objects of the same
1805 * type.
1806 * Frank: Now sorted by type, archetype and magic!
1807 *
1808 * The function returns now pointer to inserted item, and return value can
1809 * be != op, if items are merged. -Tero
1810 */
1811
1812 object *
1813 insert_ob_in_ob (object *op, object *where)
1814 {
1815 object *
1816 tmp, *
1817 otmp;
1818
1819 if (!QUERY_FLAG (op, FLAG_REMOVED))
1820 {
1821 dump_object (op);
1822 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1823 return op;
1824 }
1825
1826 if (where == NULL)
1827 {
1828 dump_object (op);
1829 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1830 return op;
1831 }
1832
1833 if (where->head)
1834 {
1835 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1836 where = where->head;
1837 }
1838
1839 if (op->more)
1840 {
1841 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1842 return op;
1843 }
1844
1845 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1846 CLEAR_FLAG (op, FLAG_REMOVED);
1847 if (op->nrof)
1848 {
1849 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1850 if (CAN_MERGE (tmp, op))
1851 {
1852 /* return the original object and remove inserted object
1853 (client needs the original object) */
1854 tmp->nrof += op->nrof;
1855 /* Weight handling gets pretty funky. Since we are adding to
1856 * tmp->nrof, we need to increase the weight.
1857 */
1858 add_weight (where, op->weight * op->nrof);
1859 SET_FLAG (op, FLAG_REMOVED);
1860 free_object (op); /* free the inserted object */
1861 op = tmp;
1862 remove_ob (op); /* and fix old object's links */
1863 CLEAR_FLAG (op, FLAG_REMOVED);
1864 break;
1865 }
1866
1867 /* I assume combined objects have no inventory
1868 * We add the weight - this object could have just been removed
1869 * (if it was possible to merge). calling remove_ob will subtract
1870 * the weight, so we need to add it in again, since we actually do
1871 * the linking below
1872 */
1873 add_weight (where, op->weight * op->nrof);
1874 }
1875 else
1876 add_weight (where, (op->weight + op->carrying));
1877
1878 otmp = is_player_inv (where);
1879 if (otmp && otmp->contr != NULL)
1880 {
1881 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1882 fix_player (otmp);
1883 }
1884
1885 op->map = NULL;
1886 op->env = where;
1887 op->above = NULL;
1888 op->below = NULL;
1889 op->x = 0, op->y = 0;
1890
1891 /* reset the light list and los of the players on the map */
1892 if ((op->glow_radius != 0) && where->map)
1893 {
1894 #ifdef DEBUG_LIGHTS
1895 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1896 #endif /* DEBUG_LIGHTS */
1897 if (MAP_DARKNESS (where->map))
1898 update_all_los (where->map, where->x, where->y);
1899 }
1900
1901 /* Client has no idea of ordering so lets not bother ordering it here.
1902 * It sure simplifies this function...
1903 */
1904 if (where->inv == NULL)
1905 where->inv = op;
1906 else
1907 {
1908 op->below = where->inv;
1909 op->below->above = op;
1910 where->inv = op;
1911 }
1912 return op;
1913 }
1914
1915 /*
1916 * Checks if any objects has a move_type that matches objects
1917 * that effect this object on this space. Call apply() to process
1918 * these events.
1919 *
1920 * Any speed-modification due to SLOW_MOVE() of other present objects
1921 * will affect the speed_left of the object.
1922 *
1923 * originator: Player, monster or other object that caused 'op' to be inserted
1924 * into 'map'. May be NULL.
1925 *
1926 * Return value: 1 if 'op' was destroyed, 0 otherwise.
1927 *
1928 * 4-21-95 added code to check if appropriate skill was readied - this will
1929 * permit faster movement by the player through this terrain. -b.t.
1930 *
1931 * MSW 2001-07-08: Check all objects on space, not just those below
1932 * object being inserted. insert_ob_in_map may not put new objects
1933 * on top.
1934 */
1935
1936 int
1937 check_move_on (object *op, object *originator)
1938 {
1939 object *
1940 tmp;
1941 tag_t
1942 tag;
1943 mapstruct *
1944 m = op->map;
1945 int
1946 x = op->x, y = op->y;
1947
1948 MoveType
1949 move_on,
1950 move_slow,
1951 move_block;
1952
1953 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1954 return 0;
1955
1956 tag = op->count;
1957
1958 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1959 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1960 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1961
1962 /* if nothing on this space will slow op down or be applied,
1963 * no need to do checking below. have to make sure move_type
1964 * is set, as lots of objects don't have it set - we treat that
1965 * as walking.
1966 */
1967 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1968 return 0;
1969
1970 /* This is basically inverse logic of that below - basically,
1971 * if the object can avoid the move on or slow move, they do so,
1972 * but can't do it if the alternate movement they are using is
1973 * blocked. Logic on this seems confusing, but does seem correct.
1974 */
1975 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1976 return 0;
1977
1978 /* The objects have to be checked from top to bottom.
1979 * Hence, we first go to the top:
1980 */
1981
1982 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1983 {
1984 /* Trim the search when we find the first other spell effect
1985 * this helps performance so that if a space has 50 spell objects,
1986 * we don't need to check all of them.
1987 */
1988 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1989 break;
1990 }
1991
1992 for (; tmp; tmp = tmp->below)
1993 {
1994 if (tmp == op)
1995 continue; /* Can't apply yourself */
1996
1997 /* Check to see if one of the movement types should be slowed down.
1998 * Second check makes sure that the movement types not being slowed
1999 * (~slow_move) is not blocked on this space - just because the
2000 * space doesn't slow down swimming (for example), if you can't actually
2001 * swim on that space, can't use it to avoid the penalty.
2002 */
2003 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2004 {
2005 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2006 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2007 {
2008
2009 float
2010 diff = tmp->move_slow_penalty * FABS (op->speed);
2011
2012 if (op->type == PLAYER)
2013 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2014 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2015 diff /= 4.0;
2016
2017 op->speed_left -= diff;
2018 }
2019 }
2020
2021 /* Basically same logic as above, except now for actual apply. */
2022 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2023 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2024 {
2025 move_apply (tmp, op, originator);
2026
2027 if (was_destroyed (op, tag))
2028 return 1;
2029
2030 /* what the person/creature stepped onto has moved the object
2031 * someplace new. Don't process any further - if we did,
2032 * have a feeling strange problems would result.
2033 */
2034 if (op->map != m || op->x != x || op->y != y)
2035 return 0;
2036 }
2037 }
2038
2039 return 0;
2040 }
2041
2042 /*
2043 * present_arch(arch, map, x, y) searches for any objects with
2044 * a matching archetype at the given map and coordinates.
2045 * The first matching object is returned, or NULL if none.
2046 */
2047
2048 object *
2049 present_arch (const archetype *at, mapstruct *m, int x, int y)
2050 {
2051 object *
2052 tmp;
2053
2054 if (m == NULL || out_of_map (m, x, y))
2055 {
2056 LOG (llevError, "Present_arch called outside map.\n");
2057 return NULL;
2058 }
2059 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2060 if (tmp->arch == at)
2061 return tmp;
2062 return NULL;
2063 }
2064
2065 /*
2066 * present(type, map, x, y) searches for any objects with
2067 * a matching type variable at the given map and coordinates.
2068 * The first matching object is returned, or NULL if none.
2069 */
2070
2071 object *
2072 present (unsigned char type, mapstruct *m, int x, int y)
2073 {
2074 object *
2075 tmp;
2076
2077 if (out_of_map (m, x, y))
2078 {
2079 LOG (llevError, "Present called outside map.\n");
2080 return NULL;
2081 }
2082 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2083 if (tmp->type == type)
2084 return tmp;
2085 return NULL;
2086 }
2087
2088 /*
2089 * present_in_ob(type, object) searches for any objects with
2090 * a matching type variable in the inventory of the given object.
2091 * The first matching object is returned, or NULL if none.
2092 */
2093
2094 object *
2095 present_in_ob (unsigned char type, const object *op)
2096 {
2097 object *
2098 tmp;
2099
2100 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2101 if (tmp->type == type)
2102 return tmp;
2103 return NULL;
2104 }
2105
2106 /*
2107 * present_in_ob (type, str, object) searches for any objects with
2108 * a matching type & name variable in the inventory of the given object.
2109 * The first matching object is returned, or NULL if none.
2110 * This is mostly used by spell effect code, so that we only
2111 * have one spell effect at a time.
2112 * type can be used to narrow the search - if type is set,
2113 * the type must also match. -1 can be passed for the type,
2114 * in which case the type does not need to pass.
2115 * str is the string to match against. Note that we match against
2116 * the object name, not the archetype name. this is so that the
2117 * spell code can use one object type (force), but change it's name
2118 * to be unique.
2119 */
2120
2121 object *
2122 present_in_ob_by_name (int type, const char *str, const object *op)
2123 {
2124 object *
2125 tmp;
2126
2127 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2128 {
2129 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2130 return tmp;
2131 }
2132 return NULL;
2133 }
2134
2135 /*
2136 * present_arch_in_ob(archetype, object) searches for any objects with
2137 * a matching archetype in the inventory of the given object.
2138 * The first matching object is returned, or NULL if none.
2139 */
2140
2141 object *
2142 present_arch_in_ob (const archetype *at, const object *op)
2143 {
2144 object *
2145 tmp;
2146
2147 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2148 if (tmp->arch == at)
2149 return tmp;
2150 return NULL;
2151 }
2152
2153 /*
2154 * activate recursively a flag on an object inventory
2155 */
2156 void
2157 flag_inv (object *op, int flag)
2158 {
2159 object *
2160 tmp;
2161
2162 if (op->inv)
2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 {
2165 SET_FLAG (tmp, flag);
2166 flag_inv (tmp, flag);
2167 }
2168 } /*
2169 * desactivate recursively a flag on an object inventory
2170 */
2171 void
2172 unflag_inv (object *op, int flag)
2173 {
2174 object *
2175 tmp;
2176
2177 if (op->inv)
2178 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2179 {
2180 CLEAR_FLAG (tmp, flag);
2181 unflag_inv (tmp, flag);
2182 }
2183 }
2184
2185 /*
2186 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2187 * all it's inventory (recursively).
2188 * If checksums are used, a player will get set_cheat called for
2189 * him/her-self and all object carried by a call to this function.
2190 */
2191
2192 void
2193 set_cheat (object *op)
2194 {
2195 SET_FLAG (op, FLAG_WAS_WIZ);
2196 flag_inv (op, FLAG_WAS_WIZ);
2197 }
2198
2199 /*
2200 * find_free_spot(object, map, x, y, start, stop) will search for
2201 * a spot at the given map and coordinates which will be able to contain
2202 * the given object. start and stop specifies how many squares
2203 * to search (see the freearr_x/y[] definition).
2204 * It returns a random choice among the alternatives found.
2205 * start and stop are where to start relative to the free_arr array (1,9
2206 * does all 4 immediate directions). This returns the index into the
2207 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2208 * Note - this only checks to see if there is space for the head of the
2209 * object - if it is a multispace object, this should be called for all
2210 * pieces.
2211 * Note2: This function does correctly handle tiled maps, but does not
2212 * inform the caller. However, insert_ob_in_map will update as
2213 * necessary, so the caller shouldn't need to do any special work.
2214 * Note - updated to take an object instead of archetype - this is necessary
2215 * because arch_blocked (now ob_blocked) needs to know the movement type
2216 * to know if the space in question will block the object. We can't use
2217 * the archetype because that isn't correct if the monster has been
2218 * customized, changed states, etc.
2219 */
2220
2221 int
2222 find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2223 {
2224 int
2225 i,
2226 index = 0, flag;
2227 static int
2228 altern[SIZEOFFREE];
2229
2230 for (i = start; i < stop; i++)
2231 {
2232 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2233 if (!flag)
2234 altern[index++] = i;
2235
2236 /* Basically, if we find a wall on a space, we cut down the search size.
2237 * In this way, we won't return spaces that are on another side of a wall.
2238 * This mostly work, but it cuts down the search size in all directions -
2239 * if the space being examined only has a wall to the north and empty
2240 * spaces in all the other directions, this will reduce the search space
2241 * to only the spaces immediately surrounding the target area, and
2242 * won't look 2 spaces south of the target space.
2243 */
2244 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2245 stop = maxfree[i];
2246 }
2247 if (!index)
2248 return -1;
2249 return altern[RANDOM () % index];
2250 }
2251
2252 /*
2253 * find_first_free_spot(archetype, mapstruct, x, y) works like
2254 * find_free_spot(), but it will search max number of squares.
2255 * But it will return the first available spot, not a random choice.
2256 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2257 */
2258
2259 int
2260 find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2261 {
2262 int
2263 i;
2264
2265 for (i = 0; i < SIZEOFFREE; i++)
2266 {
2267 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2268 return i;
2269 }
2270 return -1;
2271 }
2272
2273 /*
2274 * The function permute(arr, begin, end) randomly reorders the array
2275 * arr[begin..end-1].
2276 */
2277 static void
2278 permute (int *arr, int begin, int end)
2279 {
2280 int
2281 i,
2282 j,
2283 tmp,
2284 len;
2285
2286 len = end - begin;
2287 for (i = begin; i < end; i++)
2288 {
2289 j = begin + RANDOM () % len;
2290
2291 tmp = arr[i];
2292 arr[i] = arr[j];
2293 arr[j] = tmp;
2294 }
2295 }
2296
2297 /* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of
2299 * the spaces to find monsters. In this way, it won't always look for
2300 * monsters to the north first. However, the size of the array passed
2301 * covers all the spaces, so within that size, all the spaces within
2302 * the 3x3 area will be searched, just not in a predictable order.
2303 */
2304 void
2305 get_search_arr (int *search_arr)
2306 {
2307 int
2308 i;
2309
2310 for (i = 0; i < SIZEOFFREE; i++)
2311 {
2312 search_arr[i] = i;
2313 }
2314
2315 permute (search_arr, 1, SIZEOFFREE1 + 1);
2316 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2317 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2318 }
2319
2320 /*
2321 * find_dir(map, x, y, exclude) will search some close squares in the
2322 * given map at the given coordinates for live objects.
2323 * It will not considered the object given as exclude among possible
2324 * live objects.
2325 * It returns the direction toward the first/closest live object if finds
2326 * any, otherwise 0.
2327 * Perhaps incorrectly, but I'm making the assumption that exclude
2328 * is actually want is going to try and move there. We need this info
2329 * because we have to know what movement the thing looking to move
2330 * there is capable of.
2331 */
2332
2333 int
2334 find_dir (mapstruct *m, int x, int y, object *exclude)
2335 {
2336 int
2337 i,
2338 max = SIZEOFFREE, mflags;
2339
2340 sint16 nx, ny;
2341 object *
2342 tmp;
2343 mapstruct *
2344 mp;
2345
2346 MoveType blocked, move_type;
2347
2348 if (exclude && exclude->head)
2349 {
2350 exclude = exclude->head;
2351 move_type = exclude->move_type;
2352 }
2353 else
2354 {
2355 /* If we don't have anything, presume it can use all movement types. */
2356 move_type = MOVE_ALL;
2357 }
2358
2359 for (i = 1; i < max; i++)
2360 {
2361 mp = m;
2362 nx = x + freearr_x[i];
2363 ny = y + freearr_y[i];
2364
2365 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2366 if (mflags & P_OUT_OF_MAP)
2367 {
2368 max = maxfree[i];
2369 }
2370 else
2371 {
2372 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2373
2374 if ((move_type & blocked) == move_type)
2375 {
2376 max = maxfree[i];
2377 }
2378 else if (mflags & P_IS_ALIVE)
2379 {
2380 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2381 {
2382 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2383 {
2384 break;
2385 }
2386 }
2387 if (tmp)
2388 {
2389 return freedir[i];
2390 }
2391 }
2392 }
2393 }
2394 return 0;
2395 }
2396
2397 /*
2398 * distance(object 1, object 2) will return the square of the
2399 * distance between the two given objects.
2400 */
2401
2402 int
2403 distance (const object *ob1, const object *ob2)
2404 {
2405 int
2406 i;
2407
2408 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2409 return i;
2410 }
2411
2412 /*
2413 * find_dir_2(delta-x,delta-y) will return a direction in which
2414 * an object which has subtracted the x and y coordinates of another
2415 * object, needs to travel toward it.
2416 */
2417
2418 int
2419 find_dir_2 (int x, int y)
2420 {
2421 int
2422 q;
2423
2424 if (y)
2425 q = x * 100 / y;
2426 else if (x)
2427 q = -300 * x;
2428 else
2429 return 0;
2430
2431 if (y > 0)
2432 {
2433 if (q < -242)
2434 return 3;
2435 if (q < -41)
2436 return 2;
2437 if (q < 41)
2438 return 1;
2439 if (q < 242)
2440 return 8;
2441 return 7;
2442 }
2443
2444 if (q < -242)
2445 return 7;
2446 if (q < -41)
2447 return 6;
2448 if (q < 41)
2449 return 5;
2450 if (q < 242)
2451 return 4;
2452
2453 return 3;
2454 }
2455
2456 /*
2457 * absdir(int): Returns a number between 1 and 8, which represent
2458 * the "absolute" direction of a number (it actually takes care of
2459 * "overflow" in previous calculations of a direction).
2460 */
2461
2462 int
2463 absdir (int d)
2464 {
2465 while (d < 1)
2466 d += 8;
2467 while (d > 8)
2468 d -= 8;
2469 return d;
2470 }
2471
2472 /*
2473 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2474 * between two directions (which are expected to be absolute (see absdir())
2475 */
2476
2477 int
2478 dirdiff (int dir1, int dir2)
2479 {
2480 int
2481 d;
2482
2483 d = abs (dir1 - dir2);
2484 if (d > 4)
2485 d = 8 - d;
2486 return d;
2487 }
2488
2489 /* peterm:
2490 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2491 * Basically, this is a table of directions, and what directions
2492 * one could go to go back to us. Eg, entry 15 below is 4, 14, 16.
2493 * This basically means that if direction is 15, then it could either go
2494 * direction 4, 14, or 16 to get back to where we are.
2495 * Moved from spell_util.c to object.c with the other related direction
2496 * functions.
2497 */
2498
2499 int
2500 reduction_dir[SIZEOFFREE][3] = {
2501 {0, 0, 0}, /* 0 */
2502 {0, 0, 0}, /* 1 */
2503 {0, 0, 0}, /* 2 */
2504 {0, 0, 0}, /* 3 */
2505 {0, 0, 0}, /* 4 */
2506 {0, 0, 0}, /* 5 */
2507 {0, 0, 0}, /* 6 */
2508 {0, 0, 0}, /* 7 */
2509 {0, 0, 0}, /* 8 */
2510 {8, 1, 2}, /* 9 */
2511 {1, 2, -1}, /* 10 */
2512 {2, 10, 12}, /* 11 */
2513 {2, 3, -1}, /* 12 */
2514 {2, 3, 4}, /* 13 */
2515 {3, 4, -1}, /* 14 */
2516 {4, 14, 16}, /* 15 */
2517 {5, 4, -1}, /* 16 */
2518 {4, 5, 6}, /* 17 */
2519 {6, 5, -1}, /* 18 */
2520 {6, 20, 18}, /* 19 */
2521 {7, 6, -1}, /* 20 */
2522 {6, 7, 8}, /* 21 */
2523 {7, 8, -1}, /* 22 */
2524 {8, 22, 24}, /* 23 */
2525 {8, 1, -1}, /* 24 */
2526 {24, 9, 10}, /* 25 */
2527 {9, 10, -1}, /* 26 */
2528 {10, 11, -1}, /* 27 */
2529 {27, 11, 29}, /* 28 */
2530 {11, 12, -1}, /* 29 */
2531 {12, 13, -1}, /* 30 */
2532 {12, 13, 14}, /* 31 */
2533 {13, 14, -1}, /* 32 */
2534 {14, 15, -1}, /* 33 */
2535 {33, 15, 35}, /* 34 */
2536 {16, 15, -1}, /* 35 */
2537 {17, 16, -1}, /* 36 */
2538 {18, 17, 16}, /* 37 */
2539 {18, 17, -1}, /* 38 */
2540 {18, 19, -1}, /* 39 */
2541 {41, 19, 39}, /* 40 */
2542 {19, 20, -1}, /* 41 */
2543 {20, 21, -1}, /* 42 */
2544 {20, 21, 22}, /* 43 */
2545 {21, 22, -1}, /* 44 */
2546 {23, 22, -1}, /* 45 */
2547 {45, 47, 23}, /* 46 */
2548 {23, 24, -1}, /* 47 */
2549 {24, 9, -1}
2550 }; /* 48 */
2551
2552 /* Recursive routine to step back and see if we can
2553 * find a path to that monster that we found. If not,
2554 * we don't bother going toward it. Returns 1 if we
2555 * can see a direct way to get it
2556 * Modified to be map tile aware -.MSW
2557 */
2558
2559
2560 int
2561 can_see_monsterP (mapstruct *m, int x, int y, int dir)
2562 {
2563 sint16 dx, dy;
2564 int
2565 mflags;
2566
2567 if (dir < 0)
2568 return 0; /* exit condition: invalid direction */
2569
2570 dx = x + freearr_x[dir];
2571 dy = y + freearr_y[dir];
2572
2573 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2574
2575 /* This functional arguably was incorrect before - it was
2576 * checking for P_WALL - that was basically seeing if
2577 * we could move to the monster - this is being more
2578 * literal on if we can see it. To know if we can actually
2579 * move to the monster, we'd need the monster passed in or
2580 * at least its move type.
2581 */
2582 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2583 return 0;
2584
2585 /* yes, can see. */
2586 if (dir < 9)
2587 return 1;
2588 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2589 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2590 }
2591
2592
2593
2594 /*
2595 * can_pick(picker, item): finds out if an object is possible to be
2596 * picked up by the picker. Returnes 1 if it can be
2597 * picked up, otherwise 0.
2598 *
2599 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2600 * core dumps if they do.
2601 *
2602 * Add a check so we can't pick up invisible objects (0.93.8)
2603 */
2604
2605 int
2606 can_pick (const object *who, const object *item)
2607 {
2608 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2609 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2610 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2611 }
2612
2613
2614 /*
2615 * create clone from object to another
2616 */
2617 object *
2618 object_create_clone (object *asrc)
2619 {
2620 object *
2621 dst = NULL, *tmp, *src, *part, *prev, *item;
2622
2623 if (!asrc)
2624 return NULL;
2625 src = asrc;
2626 if (src->head)
2627 src = src->head;
2628
2629 prev = NULL;
2630 for (part = src; part; part = part->more)
2631 {
2632 tmp = get_object ();
2633 copy_object (part, tmp);
2634 tmp->x -= src->x;
2635 tmp->y -= src->y;
2636 if (!part->head)
2637 {
2638 dst = tmp;
2639 tmp->head = NULL;
2640 }
2641 else
2642 {
2643 tmp->head = dst;
2644 }
2645 tmp->more = NULL;
2646 if (prev)
2647 prev->more = tmp;
2648 prev = tmp;
2649 }
2650
2651 /*** copy inventory ***/
2652 for (item = src->inv; item; item = item->below)
2653 {
2654 (void) insert_ob_in_ob (object_create_clone (item), dst);
2655 }
2656
2657 return dst;
2658 }
2659
2660 /* return true if the object was destroyed, 0 otherwise */
2661 int
2662 was_destroyed (const object *op, tag_t old_tag)
2663 {
2664 /* checking for FLAG_FREED isn't necessary, but makes this function more
2665 * robust */
2666 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2667 }
2668
2669 /* GROS - Creates an object using a string representing its content. */
2670
2671 /* Basically, we save the content of the string to a temp file, then call */
2672
2673 /* load_object on it. I admit it is a highly inefficient way to make things, */
2674
2675 /* but it was simple to make and allows reusing the load_object function. */
2676
2677 /* Remember not to use load_object_str in a time-critical situation. */
2678
2679 /* Also remember that multiparts objects are not supported for now. */
2680
2681 object *
2682 load_object_str (const char *obstr)
2683 {
2684 object *
2685 op;
2686 char
2687 filename[MAX_BUF];
2688
2689 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2690
2691 FILE *
2692 tempfile = fopen (filename, "w");
2693
2694 if (tempfile == NULL)
2695 {
2696 LOG (llevError, "Error - Unable to access load object temp file\n");
2697 return NULL;
2698 }
2699
2700 fprintf (tempfile, obstr);
2701 fclose (tempfile);
2702
2703 op = get_object ();
2704
2705 object_thawer thawer (filename);
2706
2707 if (thawer)
2708 load_object (thawer, op, 0);
2709
2710 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2711 CLEAR_FLAG (op, FLAG_REMOVED);
2712
2713 return op;
2714 }
2715
2716 /* This returns the first object in who's inventory that
2717 * has the same type and subtype match.
2718 * returns NULL if no match.
2719 */
2720 object *
2721 find_obj_by_type_subtype (const object *who, int type, int subtype)
2722 {
2723 object *
2724 tmp;
2725
2726 for (tmp = who->inv; tmp; tmp = tmp->below)
2727 if (tmp->type == type && tmp->subtype == subtype)
2728 return tmp;
2729
2730 return NULL;
2731 }
2732
2733 /* If ob has a field named key, return the link from the list,
2734 * otherwise return NULL.
2735 *
2736 * key must be a passed in shared string - otherwise, this won't
2737 * do the desired thing.
2738 */
2739 key_value *
2740 get_ob_key_link (const object *ob, const char *key)
2741 {
2742 key_value *
2743 link;
2744
2745 for (link = ob->key_values; link != NULL; link = link->next)
2746 {
2747 if (link->key == key)
2748 {
2749 return link;
2750 }
2751 }
2752
2753 return NULL;
2754 }
2755
2756 /*
2757 * Returns the value of op has an extra_field for key, or NULL.
2758 *
2759 * The argument doesn't need to be a shared string.
2760 *
2761 * The returned string is shared.
2762 */
2763 const char *
2764 get_ob_key_value (const object *op, const char *const key)
2765 {
2766 key_value *link;
2767 shstr_cmp canonical_key (key);
2768
2769 if (!canonical_key)
2770 {
2771 /* 1. There being a field named key on any object
2772 * implies there'd be a shared string to find.
2773 * 2. Since there isn't, no object has this field.
2774 * 3. Therefore, *this* object doesn't have this field.
2775 */
2776 return 0;
2777 }
2778
2779 /* This is copied from get_ob_key_link() above -
2780 * only 4 lines, and saves the function call overhead.
2781 */
2782 for (link = op->key_values; link; link = link->next)
2783 if (link->key == canonical_key)
2784 return link->value;
2785
2786 return 0;
2787 }
2788
2789
2790 /*
2791 * Updates the canonical_key in op to value.
2792 *
2793 * canonical_key is a shared string (value doesn't have to be).
2794 *
2795 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2796 * keys.
2797 *
2798 * Returns TRUE on success.
2799 */
2800 int
2801 set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2802 {
2803 key_value *
2804 field = NULL, *last = NULL;
2805
2806 for (field = op->key_values; field != NULL; field = field->next)
2807 {
2808 if (field->key != canonical_key)
2809 {
2810 last = field;
2811 continue;
2812 }
2813
2814 if (value)
2815 field->value = value;
2816 else
2817 {
2818 /* Basically, if the archetype has this key set,
2819 * we need to store the null value so when we save
2820 * it, we save the empty value so that when we load,
2821 * we get this value back again.
2822 */
2823 if (get_ob_key_link (&op->arch->clone, canonical_key))
2824 field->value = 0;
2825 else
2826 {
2827 if (last)
2828 last->next = field->next;
2829 else
2830 op->key_values = field->next;
2831
2832 delete field;
2833 }
2834 }
2835 return TRUE;
2836 }
2837 /* IF we get here, key doesn't exist */
2838
2839 /* No field, we'll have to add it. */
2840
2841 if (!add_key)
2842 {
2843 return FALSE;
2844 }
2845 /* There isn't any good reason to store a null
2846 * value in the key/value list. If the archetype has
2847 * this key, then we should also have it, so shouldn't
2848 * be here. If user wants to store empty strings,
2849 * should pass in ""
2850 */
2851 if (value == NULL)
2852 return TRUE;
2853
2854 field = new key_value;
2855
2856 field->key = canonical_key;
2857 field->value = value;
2858 /* Usual prepend-addition. */
2859 field->next = op->key_values;
2860 op->key_values = field;
2861
2862 return TRUE;
2863 }
2864
2865 /*
2866 * Updates the key in op to value.
2867 *
2868 * If add_key is FALSE, this will only update existing keys,
2869 * and not add new ones.
2870 * In general, should be little reason FALSE is ever passed in for add_key
2871 *
2872 * Returns TRUE on success.
2873 */
2874 int
2875 set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2876 {
2877 shstr key_ (key);
2878
2879 return set_ob_key_value_s (op, key_, value, add_key);
2880 }
2881
2882 object::depth_iterator::depth_iterator (object *container)
2883 : iterator_base (container)
2884 {
2885 while (item->inv)
2886 item = item->inv;
2887 }
2888
2889 void
2890 object::depth_iterator::next ()
2891 {
2892 if (item->below)
2893 {
2894 item = item->below;
2895
2896 while (item->inv)
2897 item = item->inv;
2898 }
2899 else
2900 item = item->env;
2901 }
2902
2903 // return a suitable string describing an objetc in enough detail to find it
2904 const char *
2905 object::debug_desc (char *info) const
2906 {
2907 char info2[256 * 3];
2908 char *p = info;
2909
2910 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2911 count,
2912 &name,
2913 title ? " " : "",
2914 title ? (const char *)title : "");
2915
2916 if (env)
2917 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2918
2919 if (map)
2920 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2921
2922 return info;
2923 }
2924
2925 const char *
2926 object::debug_desc () const
2927 {
2928 static char info[256 * 3];
2929 return debug_desc (info);
2930 }
2931